Werepire Posted April 12, 2019 Share Posted April 12, 2019 I want to understand the CK better and as such I have a project I want to do as I learn bet from doing and exerimenting but I think I have gotten to a halt https://i.imgur.com/TKzPS6x.png What conditions should I use to single out blade of woe? I think I am doing this correct, but I am not quite sure, so far I think I am singling out every unique daggers, but there are more then 1 unique dagger and the unique condition wouldn't let me choose a specific weapon (parameter was grayed out, making it unable to click, browse and choose something) Link to comment Share on other sites More sharing options...
Evangela Posted April 12, 2019 Share Posted April 12, 2019 (edited) No vanilla weapon has the isUnique keyword, therefore the perk will never activate. isUnique for the checking of actors. Remove that condition, and it will instead activate for weapons that are daggers. You can narrow it down further if you want check daggers by what they are made of, by using WeapTypeMaterial(I think), for example. Edited April 12, 2019 by Rasikko Link to comment Share on other sites More sharing options...
Werepire Posted April 12, 2019 Author Share Posted April 12, 2019 (edited) Alright, thanx, I\ll do that, though blade of woe uses Steel Smithing and there are other unique daggers that also uses that, like Bloodthorn and Rundi's Dagger Edited April 12, 2019 by Werepire Link to comment Share on other sites More sharing options...
Ghaunadaur Posted April 13, 2019 Share Posted April 13, 2019 ( GetIsID == DBBladeOfWoeAstrid ) OR ( GetIsID == DBBladeOfWoeReward ) Link to comment Share on other sites More sharing options...
Werepire Posted April 13, 2019 Author Share Posted April 13, 2019 Thank you so much Link to comment Share on other sites More sharing options...
Werepire Posted April 14, 2019 Author Share Posted April 14, 2019 I want to replicate the glass bow of the stag prince effect and doing just that should\t be too hard, just replicate the same things and stick it to a different weapon but I want to in game have a weapon that improves in damage done after killing X amount of enemies, the hardest art is probably the script. I found the script within "dlc2MerchEnchWeapBowOfTheStagPrince", this is what it said Scriptname dlc2MerchBowOfStagPrinceIncSCRIPT extends ActiveMagicEffect GLOBALVARIABLE PROPERTY animalsKilled AUTO KEYWORD PROPERTY animalType AUTO OBJECTREFERENCE victim EVENT OnEffectStart(ACTOR target, ACTOR caster) victim = target ENDEVENT EVENT OnDying(ACTOR killer) if(victim.HasKeyword(animalType)) animalsKilled.SetValue(animalsKilled.GetValue() + 1) endIf ENDEVENT My first idea was to change animalIsKilled to PeopleKilled but I wonder if CreaturesKilled includes all enemies, rather then just the people. However I got stumped on HasKeyword AnimalType, I have no clue what to replace that with, Sorry for bothering y'all, I am not too good with scripts. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted April 14, 2019 Share Posted April 14, 2019 (edited) . Edited April 15, 2019 by Ghaunadaur Link to comment Share on other sites More sharing options...
HurricainReaperProductions Posted June 3, 2023 Share Posted June 3, 2023 (edited) i recently made a similar change try adding all keywords of actortypeanimal and actortypenpc along with actortypecreatueres to the script also make it a new script you dont want to overwrite base scripts if your not meaning to edit: just found the simplit way to do this use the perk for the targe of the blooded use it as a reference to single out an item and apply effects Edited November 9, 2023 by tcain99 Link to comment Share on other sites More sharing options...
HurricainReaperProductions Posted November 9, 2023 Share Posted November 9, 2023 I want to replicate the glass bow of the stag prince effect and doing just that should\t be too hard, just replicate the same things and stick it to a different weapon but I want to in game have a weapon that improves in damage done after killing X amount of enemies, the hardest art is probably the script. I found the script within "dlc2MerchEnchWeapBowOfTheStagPrince", this is what it said Scriptname dlc2MerchBowOfStagPrinceIncSCRIPT extends ActiveMagicEffect GLOBALVARIABLE PROPERTY animalsKilled AUTO KEYWORD PROPERTY animalType AUTO OBJECTREFERENCE victim EVENT OnEffectStart(ACTOR target, ACTOR caster) victim = target ENDEVENT EVENT OnDying(ACTOR killer) if(victim.HasKeyword(animalType)) animalsKilled.SetValue(animalsKilled.GetValue() + 1) endIf ENDEVENT My first idea was to change animalIsKilled to PeopleKilled but I wonder if CreaturesKilled includes all enemies, rather then just the people. However I got stumped on HasKeyword AnimalType, I have no clue what to replace that with, Sorry for bothering y'all, I am not too good with scripts.use the keyword actortypeNPC for people Link to comment Share on other sites More sharing options...
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